- Aha, a fair amount of links have again piled up, and I'm going to do my best to unload them this weekend, in two discrete lumps - with a wide range of GSW-liked content, from the game development to the casual to the indie to the mainstream, even. Here goes:

- The Surreal Game Design website is a new design and development weblog from the creators of Drakan and The Suffering - made "...as a reaction to the typical game company website, where usually all you can get are press releases and official game information." Plenty of good intros and here's a neat design article, called 'Making the Rules: Great Enemies', about "..perils and pointers for creating good combat AI."

- The Speed Demos Archive continues to go from strength to strength, and both ridiculous and fun is the Promo Video 2007 page, a "...promotional music video that formed the introduction to a hour-long speed run clip showcase exhibited at Penny Arcade Expo (PAX) in August 2007." It's oddly over the top and demo-scene - check out the news for the speed runs proper.

- Jay Is Games has pointed out that Digital Chocolate has released the mobile puzzle title Tower Bloxx in Flash form - noting of the gameplay: "A swinging crane holds a section of a tower above a platform. Press the button to drop it, then try and stack the following pieces on top as neatly as you can." Great title, go check it out.

- Soren Johnson's 'Designer Notes' blog has a post called 'J.K. Rowling: Good Author, Bad Game Designer', and it's got some good thoughts on Quidditch: "Games should not penalize players for doing their job well. It's not really even a game rule, it's just common sense. Of course, if you write the stories, you can make sure the fictional games never result in such a sticky position. Quidditch as a real game, though, would be a bit of a mess."

- More fun from Klei Entertainment's blog, in a post named 'Where Xbox Live Arcade Excels', discussing how Eets Chowdown appears on it, but noting something I've heard elsewhere: "I think many AAA developers could use a couple lessons in upselling, and building an Arcade game might not be a bad idea to do that. Too many of the demos on the Marketplace actually make me want to buy the game less than before I played it because of how badly it was put together."

- Petri Purho has compiled a list of the experimental games he's made over the past few months, from Crayon Physics to a multitude of other titles - ALL worth checking out. He adds: "The Season 2 of Kloonigames will begin in the couple of months, but in between I’ll try to release some updates to season 1 games or do something completely different. Maybe I’ll do a board game or I’ll collaborate with someone or something."

- There are not that many Japanese XBLA titles (especially indie-created) thus far, so good to see that Trigger Heart Exelica is coming to Xbox Live Arcade, with Arcade Renaissance commenting: "Though the game has seen mixed reviews, I personally enjoyed its grabbing and throwing mechanics. It isn't a perfect game, but its defintiely enjoyable and a worthy addition to the ever expanding XBLA library."

- The metrics craziness continues at the Orbus Gameworks blog, where they have been analyzing Guitar Hero clone Frets On Fire, revealing greater accuracy on faster songs from their playtester: "Jeff is actually more accurate when the notes are closer together! It’s like he knows he has to buckle down and concentrate when the notes come fast, but doesn’t really need to pay attention when the notes are sparse."